Q9 Flashcards
Storyboards is one of the three main prototyping types. What is it used for to investigate?
- The environment
- High level view of tasks
- Conceptual model, specifically interaction paradigms
Card-based prototypes is one of the three main prototyping types. What is it used for to investigate?
- Task flow
- initial interface design
- Conceptual modeling/interaction type and interface metaphors
Interface sketches are another type of prototyping. What are they used for to investigate?
- Detailed interface design
- conceptual model, all aspects.
three aspects of an interactive product that can be explored usefully using a low fidelity prototype.
- It helps to keep the design centred on the user.
- It can provide quick and low cost feedback.
- It enables experimentation with various alternative designs.
List three disadvantages of high fidelity prototyping.
- Expensive and time consuming to develop.
- Users can be reluctant to change design.
- Not effective for requirements gathering.
A prototype is a limited representation of a design that allows users to interact with it and to explore its suitability. Describe three ways in which a prototype might be limited.
- A prototype may fail to perform acceptably although the design may have seemed sound.
- Not effective for requirements gathering.
- Users can be reluctant to change design
When using a prototype to develop a product, it can be evolved into the final product, or it can be thrown away and development started from scratch. What impact does this choice have on the way the prototype is developed?
The objective of throw away prototyping is to ensure that the system requirements are validated and that they are clearly understood. It is not part of the final system, it is there to aid understanding and reduce the risk of poorly defined requirements. The impact however, may be for users to pressure designers into delivering it as a final product.
. What is the main difference between a vertical prototype and a horizontal prototype?
Horizontal prototyping provides a wide range of functions but with very little detail. Vertical prototyping on the other hand provides a large amount of detail for very few functions.
Would you use a vertical or horizontal prototype to assess whether users can quickly find a print button on a screen? Justify your answer.
Horizontal, because it can provide a broad view of an entire system or subsystem; yet focus on simple user interaction – such as quickly finding the print button on a screen.
What are the main differences between a low-fidelity prototype and a high-fidelity prototype?
Low-fidelity have a lower cost, they evaluate multiple concepts and are ideal for identifying market requirements. High-fidelity on the other hand is expensive to develop and time consuming to create. They are not effective for requirements gathering.
Would you use a low-fidelity or a high-fidelity prototype to assess whether users can understand the icons used on a web-site? Justify your answer.
I would use a low-fidelity prototype. It will be cheap to produce and could be tested many times in order to reach a final decision.
Give two different reasons why using a limited high-fidelity prototype towards the beginning of the development might be disadvantageous to the development.
Reason 1: The focus on a limited prototype can distract developers from properly analysing the complete project, which can lead to overlooking better solutions.
Reason 2: Just one small problem in a high-fidelity prototype could bring the whole thing to a halt.
Explain three advantages and three disadvantages of low-fidelity compared to high-fidelity prototyping.
Advantages:
- Low-fidelity prototyping is cheaper than high-fidelity prototyping, and so multiple low-fidelity prototypes can be developed and evaluated cheaply.
- Low-fidelity prototypes are more efficient for testing multiple design concepts.
- Low-fidelity prototypes can be easily and quickly modified in response to user feedback, and re-evaluated.
Disadvantages:
- Low-fidelity prototypes include limited error checking, as they don’t reflect the implemented design.
- Low-fidelity prototypes require a facilitator to ‘drive’ the prototype for the user, so the user has to rely on the facilitator.
- Low-fidelity prototypes have limited usefulness for user testing, in that various aspects of the design are not implemented.
Which of the following prototypes (storyboards, card-based prototypes or interface sketches) would you choose to use if you want to decide whether a certain interactive product should be wearable.
I think in this instance I might use interface sketches. That way I could get lots of feedback and it would be very easy to adapt to new sketches based on feedback.
Which of the following prototypes (storyboards, card-based prototypes or interface sketches) would you choose to use if you want to decide the order in which actions should be done in order to achieve a certain task.
In this instance I would use a card-based prototype, that way I should be able to arrive at the right order for the actions with the help of good feedback.